/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SoldierArmorState.h"
#include <sstream>
#include <algorithm>
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Mod/Armor.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/Base.h"
#include "../Savegame/ItemContainer.h"
#include "../Mod/RuleSoldier.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Soldier Armor window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param soldier ID of the selected soldier.
*/
SoldierArmorState::SoldierArmorState(Base *base, size_t soldier) : _base(base), _soldier(soldier)
{
_screen = false;
// Create objects
_window = new Window(this, 192, 160, 64, 20, POPUP_BOTH);
_btnCancel = new TextButton(140, 16, 90, 156);
_txtTitle = new Text(182, 16, 69, 28);
_txtType = new Text(90, 9, 80, 52);
_txtQuantity = new Text(70, 9, 190, 52);
_lstArmor = new TextList(160, 80, 73, 68);
// Set palette
setInterface("soldierArmor");
add(_window, "window", "soldierArmor");
add(_btnCancel, "button", "soldierArmor");
add(_txtTitle, "text", "soldierArmor");
add(_txtType, "text", "soldierArmor");
add(_txtQuantity, "text", "soldierArmor");
add(_lstArmor, "list", "soldierArmor");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK14.SCR"));
_btnCancel->setText(tr("STR_CANCEL_UC"));
_btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, Options::keyCancel);
Soldier *s = _base->getSoldiers()->at(_soldier);
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_SELECT_ARMOR_FOR_SOLDIER").arg(s->getName()));
_txtType->setText(tr("STR_TYPE"));
_txtQuantity->setText(tr("STR_QUANTITY_UC"));
_lstArmor->setColumns(2, 132, 21);
_lstArmor->setSelectable(true);
_lstArmor->setBackground(_window);
_lstArmor->setMargin(8);
const std::vector<std::string> &armors = _game->getMod()->getArmorsList();
for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i)
{
Armor *a = _game->getMod()->getArmor(*i);
if (!a->getUnits().empty() &&
std::find(a->getUnits().begin(), a->getUnits().end(), s->getRules()->getType()) == a->getUnits().end())
continue;
if (_base->getStorageItems()->getItem(a->getStoreItem()) > 0)
{
_armors.push_back(a);
std::ostringstream ss;
if (_game->getSavedGame()->getMonthsPassed() > -1)
{
ss << _base->getStorageItems()->getItem(a->getStoreItem());
}
else
{
ss << "-";
}
_lstArmor->addRow(2, tr(a->getType()).c_str(), ss.str().c_str());
}
else if (a->getStoreItem() == Armor::NONE)
{
_armors.push_back(a);
_lstArmor->addRow(1, tr(a->getType()).c_str());
}
}
_lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick);
}
/**
*
*/
SoldierArmorState::~SoldierArmorState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierArmorState::btnCancelClick(Action *)
{
_game->popState();
}
/**
* Equips the armor on the soldier and returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierArmorState::lstArmorClick(Action *)
{
Soldier *soldier = _base->getSoldiers()->at(_soldier);
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
if (soldier->getArmor()->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->addItem(soldier->getArmor()->getStoreItem());
}
if (_armors[_lstArmor->getSelectedRow()]->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->removeItem(_armors[_lstArmor->getSelectedRow()]->getStoreItem());
}
}
soldier->setArmor(_armors[_lstArmor->getSelectedRow()]);
SavedGame *_save;
_save = _game->getSavedGame();
_save->setLastSelectedArmor(_armors[_lstArmor->getSelectedRow()]->getType());
_game->popState();
}
}
↑ V807 Decreased performance. Consider creating a reference to avoid using the 'a->getUnits()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.